Page 1 of 2 1 2 LastLast
Results 1 to 10 of 18
  1. #1
    Player
    CarmenSandiego's Avatar
    Join Date
    Sep 2013
    Posts
    121
    Character
    Carmen Sandiego
    World
    Tonberry
    Main Class
    Arcanist Lv 70

    Summoner: Improving your DPS by making the GCD work for you

    Hey all, I've been playing SMN as my main since launch and I thought I would share some insight to do with global cooldown (GCD) and how to use it to maximise your damage output.

    What is GCD? The time it takes in between casting another spell, typically it is 2.5 seconds however can be reduced by spellspeed/skillspeed.

    Spells which can be used during GCD (Off GCD) include: Rouse, Spur, Swiftcast, Fester, Bane, Aetherflow, Virus, Eye for an Eye, Enkindle

    If you are not utilising off GCD spells during the GCD you are therefore losing perfectly good opportunities to be casting essential spells in your rotation. For example, if you cast Bio you have to wait until the cooldown has finished to cast Shadowflare. Yet if you use Swiftcast first (As you should be doing with Shadowflare anyways because it has the longest cast time not counting Resurrection) which is an off GCD ability you can use it straight away and then Shadowflare. This minimises the amount of downtime you have picking your nose which can be better spent casting something you were going to cast later anyway. Another example is using Ruin II which has a GCD and then Fester (Off GCD) straight afterwards.

    Ruin II: Wildly misunderstood and one of the most important spells for SMN out there, don't let anyone tell you otherwise.
    Pros: Instant Cast- this makes it not only useful when moving in fights such as Titan X but that it gives you a GCD allowing for you to efficiently use spells like Rouse right afterwards rather than a Ruin I which takes 2.5 seconds to cast and then Rouse. You're looking more at around 1.5 seconds in comparison to 3 seconds depending on latency.
    Cons: If used incorrectly it can REALLY exhaust your mana pool. It is almost impossible for a SMN to run out of mana if only using Ruin I, but if you just spam Ruin II it will deplete it entirely and then you'll be in the unfortunate situation of having to use Energy Drain instead of something more effective like Fester.
    So do the pros outweigh the cons? Absolutely. Basically Ruin II should be used before all abilities off GCD because it's instant dps and can be followed up by another ability you should be using anyway. You just have to be mindful of your mana, not casting it by accident at the wrong time, and when Aetherflow is coming off cooldown. Long story short: Yes, it is possible to always use Ruin II prior to an off GCD ability and not run out of mana if you have good awareness

    Thanks for letting me know how to get around the 1000 character lock ♥
    (1)
    Last edited by CarmenSandiego; 03-04-2014 at 09:21 AM.

  2. 03-03-2014 05:24 PM

  3. #2
    Player
    CarmenSandiego's Avatar
    Join Date
    Sep 2013
    Posts
    121
    Character
    Carmen Sandiego
    World
    Tonberry
    Main Class
    Arcanist Lv 70
    Ruin II: Wildly misunderstood and one of the most important spells for SMN out there, don't let anyone tell you otherwise.
    Pros: Instant Cast- this makes it not only useful when moving in fights such as Titan X but that it gives you a GCD allowing for you to efficiently use spells like Rouse right afterwards rather than a Ruin I which takes 2.5 seconds to cast and then Rouse. You're looking more at around 1.5 seconds in comparison to 3 seconds depending on latency.
    Cons: If used incorrectly it can REALLY exhaust your mana pool. It is almost impossible for a SMN to run out of mana if only using Ruin I, but if you just spam Ruin II it will deplete it entirely and then you'll be in the unfortunate situation of having to use Energy Drain instead of something more effective like Fester.
    So do the pros outweigh the cons? Absolutely. Basically Ruin II should be used before all abilities off GCD because it's instant dps and can be followed up by another ability you should be using anyway. You just have to be mindful of your mana, not casting it by accident at the wrong time, and when Aetherflow is coming off cooldown. Long story short: Yes, it is possible to always use Ruin II prior to an off GCD ability and not run out of mana if you have good awareness.

    I hope this was useful for anyone checking out the SMN class And I'm sorry I had to do this in several messages, I couldnt figure out how to get around that 1000 character lock
    (0)

  4. 03-03-2014 05:25 PM

  5. #3
    Player
    Ryuko's Avatar
    Join Date
    Mar 2011
    Posts
    1,281
    Character
    Ryuko Kanzeon
    World
    Hyperion
    Main Class
    Summoner Lv 90
    As you have pointed out, Ruin 2 is great to use (if you have the mp) right before any ability that is off the global cooldown. Another important use for it is when a monster is close to dying (and you want damage distributed BEFORE the gcd) or if a monster is attacking you (and you want to blind it).

    Using the general idea of mixing GCD abilities and abilities that are off the global cooldown, here is an example of a 'burst' moment in a fight for me (triggering pet buffs AND Enkindle between GCD abilities):

    RS start > Bio II > Miasma > Bio (Fester as soon as you see Bio land) > Miasma 2 (Contagion + SC) > Shadowflare (Rouse) > Ruin 2 (Spur) > Ruin 2 (Enkindle) > Ruin 2 (Fester) > Energy Drain (if you need mp) or another Ruin 2 > RS end... (You may be able to fit one more Ruin 2 before the last fester... I don't remember. I usually feel it out.)

    Abilities in parentheses are off the GCD and used 'in between' global cooldown or have 0 cooldown at all (Contagion doesn't have any user-side animation, so there is literally no timing to it whatsoever. That is why you can easily use Contagion + SC before the gcd is ready again).

    During your 'normal' rotation (non-burst, with pet buffs/abilities, sc, and RS on cooldown), you will use a lot less Ruin 2s because there is no reason to fill the space. Of course, always use it when bursting down fast (every second counts) or you are on the move.
    (3)

  6. #4
    Player
    Jamez82's Avatar
    Join Date
    Aug 2013
    Posts
    348
    Character
    Jay'nes Alexander
    World
    Malboro
    Main Class
    Conjurer Lv 50
    This is good advice and something I've been doi g for awhile. Usually I can get away with using ruin 2 in most fights mindlessly without running out of mana before the end of the fight.

    There are quite a few exceptions to this rule however such as KB in CT, EX primals, HM Titan, basically any fight that lasts longer than 5 min as long as you keep hitting aetherflow on cooldown.
    (0)

  7. #5
    Player
    Freyt's Avatar
    Join Date
    Aug 2013
    Location
    The Goblet 1-42
    Posts
    633
    Character
    Rabbit Ackerman
    World
    Gilgamesh
    Main Class
    Blue Mage Lv 80
    When I got Ruin II I didn't know why it was an upgrade. Just realizing it was instant cast was enough to convince me about the ability.
    It's a DPS increase. The time you save not casting IS used for other things, and you never cancel your spell to avoid AoE's.

    It's true you might lose out on Fester usage, but I kinda think it's worth it. Energy Drain is already instant damage itself, it's not as if you're only using it to heal your mp, and it requires very little setup compared to Fester. Not to mention I generally have 3 ticks of Aetherflow ready for when the skill itself comes off cooldown, then I'll just use Energy Drain > Ruin II > Energy Drain > Ruin II > Energy Drain > Ruin II > Aetherflow, only cutting into that if I need to reapply a DoT. It's a bit of instant damage for the SMN which it normally lacks, so it's a nice change of pace. Fester probably will result in more damage in the long run, though I'm not sure about that when you're comparing using Ruin instead of Ruin II.
    (0)

  8. #6
    Player
    Altimis's Avatar
    Join Date
    Apr 2012
    Location
    Unknow
    Posts
    423
    Character
    Altimis Farron
    World
    Aegis
    Main Class
    Arcanist Lv 50
    OP, I will tell you how to message over 1000

    You post something first, example "yo yo"

    Then press "edit" and write down all you want, 100000000000 words will allowed
    (0)

  9. #7
    Player
    Argyle_Darkheart's Avatar
    Join Date
    Oct 2013
    Posts
    542
    Character
    Argyle Darkheart
    World
    Behemoth
    Main Class
    Warrior Lv 90
    Anyone else feel that the blind effect on Ruin 2 does more harm than good? I find it interferes tremendously with Paladin's ability to flash when they NEED to (good examples being flashing Hydra's Triumvirates, Titan HM's Mountain Busters, and during Ifrit EX's incinerate phases). You tell me, as I haven't played Summoner much in raids--have you put Ruin 2's blind to consistent use, or is just a happy accident if the effect lines up well with incoming damage?
    (0)

  10. #8
    Player
    NintenPyjak64's Avatar
    Join Date
    Jun 2012
    Location
    Gridania
    Posts
    1,187
    Character
    Evercy Warclan
    World
    Leviathan
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Argyle_Darkheart View Post
    Anyone else feel that the blind effect on Ruin 2 does more harm than good? I find it interferes tremendously with Paladin's ability to flash when they NEED to (good examples being flashing Hydra's Triumvirates, Titan HM's Mountain Busters, and during Ifrit EX's incinerate phases). You tell me, as I haven't played Summoner much in raids--have you put Ruin 2's blind to consistent use, or is just a happy accident if the effect lines up well with incoming damage?
    In Single Target fights (Primals and the like), PLD wouldn't and shouldn't use Flash. You'll generate a lot more enmity quickly by using your ST combos and your buffs, you'll be wasting your GCD with Flash in these encounters. Most fights where this might actually matter won't, because there'll be a blind immunity anyways.

    Plus I notice (as WHM) that Blind does practically NOTHING on trash mobs anyways. They'll still hit and the duration of blind makes it almost worthless as a debuff. Maybe it's bugged like all the earlier final fantasy games?
    (1)
    Last edited by NintenPyjak64; 03-03-2014 at 10:15 PM.

  11. #9
    Player
    LalaRu's Avatar
    Join Date
    Nov 2013
    Location
    Limsa Lominsa
    Posts
    2,408
    Character
    Mi An
    World
    Phantom
    Main Class
    Paladin Lv 80
    Even with not perfect rotations, I'll end up often in the warning enmity zone, so I had to stop casting, or change target until it goes green.

    But I think maximize the dps, helps me have more time to recover when I have to stop dps. Good hints.

    Does Blind really harms tank's flash? First time I read this.
    (0)

  12. #10
    Player
    GreyJorildyn's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    500
    Character
    Grey Jorildyn
    World
    Hyperion
    Main Class
    Marauder Lv 50
    The blind resistance is an insignificant factor anyway.

    One thing I've done to taken advantage of this is make a Ruin II macro that also redirect my pet attacks. This is helpful for forcing the pet to help with gaols. You could simply make a long Ruin II macro with rouse, spur, enkindle attached to it. Just depends on what level of freedom you want in fights. Since the recasts are all differently you'll still want some manual control, but for an opening sequence the macro could be helpful.
    (0)
    Draw swords and shatter shields with us!
    Apply to Neutral Impact today!


    http://www.impact-gaming.us

Page 1 of 2 1 2 LastLast